Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3   Go Down

Author Topic: CUP And QMB & FMB Question  (Read 7382 times)

0 Members and 1 Guest are viewing this topic.

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
CUP And QMB & FMB Question
« on: February 05, 2016, 08:21:48 PM »

Its been years, but I am trying to get back into FMB & am basically starting from scratch because I can't remember how to do much of anything...ha ha..

anyway, I have been using the #CUP MissionProCombo-4122 in the QMB to fine tune some of the missions. and I am finding that under vehicles and using various German supply columns  that they do not shoot when I fly around them.  They use to shoot like crazy but now they are silent.. 
I Tried several different German columns in the FMB,  but they are silent also..

is this done on purpose???because I notice that single guns positioned around in the QMB missions shoot very well..

I have tried to find where they were changed from shooting to Not shooting, but I can only read so much and it may be in one tiny paragraph among 1000000 threads...I may have missed it...

!S 
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

SAS~Gerax

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4766
Re: CUP And QMB & FMB Question
« Reply #1 on: February 06, 2016, 03:03:04 AM »

Plese post (paste it here using the code option) or upload this mission(s) please so we can try.  ;)
Logged
i7-13700K, MSI RTX4090, Kingston 64GB, Asus Z790-P, Crucial SSD 1TB, Kingston SSD 4TB;

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: CUP And QMB & FMB Question
« Reply #2 on: February 06, 2016, 01:31:09 PM »

I don't know how to upload a Quick mission builder mission, but here is my last attempt via the Crimea QMB which I had added some different columns via the #CUP MissionProCombo-4122 from the Vehicles section.
Actually The "Armor" mission from that very map columns added, to not shoot either. 
If you just go to any QMB Armor mission with column & they have columns that shoot at you, then I have something wrong with my particular install.

Code: [Select]
-> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
No Name for Mission
No Short for Mission
No Description for Mission
Loading mission QuickQMBPro/CUP-Crimea/CUP-Crimearedarmor00.mis...
Month = 7 , Hour = 12
Temperature -     0m = 25.0 .
Temperature -  1000m = 18.51001 .
Temperature -  2000m = 12.019989 .
Temperature -  3000m = 5.529999 .
Temperature -  4000m = -0.95999146 .
Temperature -  5000m = -7.450012 .
Temperature -  6000m = -13.940002 .
Temperature -  7000m = -20.429993 .
Temperature -  8000m = -26.919998 .
Temperature -  9000m = -33.410004 .
Temperature - 10000m = -39.899994 .
Temperature - 11000m = -46.39 .
Temperature - 12000m = -52.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 428,  Vert 60514,  Ind 140994
WARNING: * Buf2 : Obj: 3,  Vert 288,  Ind 432
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/Yak-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/M-100_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Yak-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Cannot load sound preset custom_motor.M-100_Series.start.begin (java.lang.Exception: Invalid preset format)
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DB-600_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Cannot load sound preset custom_motor.DB-600_Series.start.begin (java.lang.Exception: Invalid preset format)
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/CUP-Crimea/CUP-Crimearedarmor00.mis is Playing
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped -0.2 -> 0 (delta = 0.2) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped -0.3 -> 0 (delta = 0.3) to Range 0..32
[Feb 6, 2016 4:31:10 AM] -------------- END log session
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: CUP And QMB & FMB Question
« Reply #3 on: February 06, 2016, 01:59:09 PM »

Here is another log .  I just spawned & flew over the vehicles at 300m & 1500m,
but they didn't shoot..

What I was actually wondering is whether or not the moving vehicles had been replaced in favor of stationary guns placed in the area
to save fps.??   

Code: [Select]
QuickQMBPro/CUP-Crimea/CUP-Crimearedarmor00.mis...
Month = 7 , Hour = 12
Temperature -     0m = 25.0 .
Temperature -  1000m = 18.51001 .
Temperature -  2000m = 12.019989 .
Temperature -  3000m = 5.529999 .
Temperature -  4000m = -0.95999146 .
Temperature -  5000m = -7.450012 .
Temperature -  6000m = -13.940002 .
Temperature -  7000m = -20.429993 .
Temperature -  8000m = -26.919998 .
Temperature -  9000m = -33.410004 .
Temperature - 10000m = -39.899994 .
Temperature - 11000m = -46.39 .
Temperature - 12000m = -52.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1263464480*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DB-600_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Cannot load sound preset custom_motor.DB-600_Series.start.begin (java.lang.Exception: Invalid preset format)
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DB-600_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/CUP-Crimea/CUP-Crimearedarmor00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'OilRad_D0'
warning: no files : music/inflight
[Feb 6, 2016 8:51:23 PM]
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: CUP And QMB & FMB Question
« Reply #4 on: February 17, 2016, 09:28:50 AM »

I'M still interested in finding out whether or not  the CUP missions under Quick,
QuickQMBPro or FMB maps if the moving German vehicles columns are suppose to have
moving AA or Flak vehicles which do in fact, shoot at aircraft. 

All moving German vehicles columns   (still do in TD 1946 clean install)   use to have one or two AA vehicles which would shoot like crazy & get you if you weren't avoiding them correctly.

If someone could just tell me yea or nay, I would appreciate it. 
I may very well need to re-install which ever SASMME part that I may have corrupt files in.

My main use for CUP is to edit the various QuickQMBPro  Armor or Scramble  scenarios via Pals QMBPro Mod more to my flying taste. 
I don't use to many of those tiny stationary guns myself because I can't see them.. Ha Ha  dang cataracts...
S!
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

Moezilla

  • Supporter
  • member
  • Offline Offline
  • Posts: 358
Re: CUP And QMB & FMB Question
« Reply #5 on: February 25, 2016, 09:37:42 AM »

I can confirm this. I used a stock map and stock units and in 4.12.2m the column and single vehicles I placed fire at the enemy planes. I transplanted the mission to my CUP (MME14 WAW20) install and the vehicles don't shoot. All mods disabled in JSGME although I also tried with the alternative engine mod enabled with the same result. Also can be seen in the Black Death track that the first group of convoys do not shoot at the IL-2s.

Here's the mission:
Code: [Select]
[MAIN]
  MAP Lviv/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 2
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 3
  Skill 1
  Class air.BF_109E4
  Fuel 100
  weapons none
[g0100_Way]
  NORMFLY 85433.35 70291.39 200.00 300.00 &0
  NORMFLY 85997.71 70967.15 200.00 300.00 &0
  NORMFLY 86732.88 71219.21 200.00 300.00 &0
  NORMFLY 87084.34 70730.34 200.00 300.00 &0
  NORMFLY 85464.90 70282.12 200.00 300.00 &0
[Chiefs]
  0_Chief Vehicles.RussiaCarsColumnA 1
  1_Chief Vehicles.MaximeGAZ 1
  3_Chief Vehicles.M16 1
[0_Chief_Road]
  85302.77 70699.11 120.00 0 2 3.055555582046509
  85698.63 70698.28 120.00 0 2 3.055555582046509
  85983.97 70420.04 120.00
[1_Chief_Road]
  85923.78 70548.98 120.00 0 2 3.055555582046509
  85966.59 70572.60 120.00
[3_Chief_Road]
  85924.43 70598.13 120.00 0 2 2.6388890743255615
  85961.71 70620.91 120.00
[NStationary]
[Buildings]
[StaticCamera]
  85867 70570 20 0
[Bridge]
[House]

Hopefully just a class file conflict and not some sort of resource issue.
Logged

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: CUP And QMB & FMB Question
« Reply #6 on: February 25, 2016, 01:03:05 PM »

I have loaded this mission in FMB and it seems to Play ok.
Two vehicles with AA are firing.
No firing from the vehicle Column.
Is the column supposed to have a flak vehicle?

No more time now.
I can look more tomorrow maybe.
Logged

Moezilla

  • Supporter
  • member
  • Offline Offline
  • Posts: 358
Re: CUP And QMB & FMB Question
« Reply #7 on: February 25, 2016, 01:11:24 PM »

Yes the column should have a quad maxime on the last truck. Any jsgme mods active or other tweaks?
Logged

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: CUP And QMB & FMB Question
« Reply #8 on: February 25, 2016, 03:15:05 PM »

a few of the German columns actually had two moving vehicles within  their column which did fire AA at you...
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: CUP And QMB & FMB Question
« Reply #9 on: February 26, 2016, 01:18:16 AM »

I've had a closer look now.
I am running CUP-WaW patched up to and including Part18 (not done 19 and 20 yet)

The convoy has 8 vehicles, the last being the flak truck with Quad Maxim MG.
All works ok. The flak truk has to stop to fire and tends to be left behind the other vehicles, but it does stop and fire at regular intervals.

Convoy is named         Soviet Supply Car Column Type I in FMB  --- equivalent to RussiaCarsColumnA      in chief.ini

Column consists of
Code: [Select]
[Vehicles.RussiaCarsColumnA]
 com.maddox.il2.objects.vehicles.cars.Car$GAZ67
 com.maddox.il2.objects.vehicles.cars.Car$GAZ_55
 com.maddox.il2.objects.vehicles.cars.Car$GAZ_55
 com.maddox.il2.objects.vehicles.cars.Car$GAZ_AAA
 com.maddox.il2.objects.vehicles.cars.Car$GAZ_AAA
 com.maddox.il2.objects.vehicles.cars.Car$GAZ_AAA
 com.maddox.il2.objects.vehicles.cars.Car$GAZ_AAA
 com.maddox.il2.objects.vehicles.tanks.Tank$MaximeGAZ

Only the last truck has an active gun.

I have the mission loaded in FMB and Play direct from the FMB interface.

Can't see any problems.
Logged

SAS~Gerax

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4766
Re: CUP And QMB & FMB Question
« Reply #10 on: February 26, 2016, 02:37:42 AM »

I am running CUP-WaW patched up to and including Part18 (not done 19 and 20 yet)

Checked in WAW pt20, there the Quad Maxim does not fire.
Also the other AAA vehicles does not fire.

Checked this in my MA5.30 heavy loaded with latest EngMid, - VisMod etc.:
all is OK.

So my guess is that with the introduction of "the new structure" (load order etc) in WAW pt19
some mod(s) classfile overwrites and so kills the stock and basic feature of vehicles AAA firing.  :-X
Or could this come from wrong vehicles entries? Is this possible at all?

Have not yet checked the other modules.

Logged
i7-13700K, MSI RTX4090, Kingston 64GB, Asus Z790-P, Crucial SSD 1TB, Kingston SSD 4TB;

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: CUP And QMB & FMB Question
« Reply #11 on: February 26, 2016, 03:11:56 AM »

I have dumped the contents of Part19 and Part20 into a temp folder.
Does not appear to be any changes in the ini files so most likely a class conflict in the weapons classes.

I assume that the vehicles are all visible but just do not fire?

No more time to investigate at present but probably needs the weapons classes to be looked at.
In the test mission the weapons affected are:

MachineGunM2HBx4
MMGunShkASt
Logged
Pages: [1] 2 3   Go Up
 

Page created in 0.13 seconds with 21 queries.